IT in attractions

Video: BalticMuseums-Xchange – Project Outputs explained

On 20 July 2020 prof Jakub Swacha, head of the BalticMuseums: LoveIT! project, explained the project outputs in an online session. He demonstrates the web-app system developed in the project and the brand for gamified e-guides. The web app system allows museums and other touristic players to configure their own e-guides for their visitors using […]

Video: Output of BalticMuseums project

Our partners explain why the project BalticMuseums: LoveIT! was set up in the first place, what resulted from it and how you could join and benefit from the outputs.

Video: How to enhance exhibition with gamified app

René L. Vilsholm from NaturBornholm (Denmark) explains why and how he adds digital elements to NaturBornholm’s exhibition, using the gamification app system developed in the project BalticMuseums: LoveIT! Video by NaturBornhom and Stralsund University of Applied Sciences

Survey Advertising Museum Apps I BalticMuseumsXchange 20190912

Several members of the student consultancy in Stralsund (Studentische Unternehmensberatung, SUS) joined forces to develop a guide for advertising of museum apps (Bring Your Own Device, BYOD) as a support for the project “BalticMuseums: LoveIT!”. Within the Baltic Museums Beratungs GbR they researched online and in interviews towards building their own recommendations to the BalticMuseums […]

How to talk to a programmer I BalticMuseums Xchange 2019-07-02

On July 2, 2019,  Tomasz Naprawski talked about communication with programmers. He is a researcher and academic teacher on the Faculty of Economics and Management at the University of Szczecin, department Business Information Technology Management, in Poland and also as an entrepreneur as CTO & Co-Founder of Naxlink GmbH (an Enterprise Software Company, located in […]

Gamification Concepts relevant for the Tourist Attraction Gamification Service

This document gives an overview of gamification concepts for Apps/Webapps in museums. This document defines the set of concepts to be included in the Tourist Attraction Gamification Service delivered within the BalticMuseums: Love IT! project. This document is used by the members of the development team of the Tourist Attraction Gamification Service within the BalticMuseums: […]

Lessons Learned in DigiTrail Project Finland I BalticMuseums Xchange 2019-02-07

Häme University of Applied Sciences in Finland is strongly engaged in tourism development and promotion in the region, as a major player in realising touristic projects. Experiences in a recent project on digitizing nature trail in the Finnish forest aimed at improving accessibility to the beautiful Finnish nature, with topics like forest yoga, edible plants […]

New Lahti Art & Design Center – Lessons Learned in (Digital) Service Development I BalticMuseums Xchange 2019-01-21

New (digital) concepts for museums – the team from Lahti University of Applied Sciences in Finland shared their experiences in TAJUMO project and other experiences of digitization for museums. The new Lahti Art & Design Center will encompass both a museum, but also research, business and service organisations, to create unique experiences for visitors. Under […]

Lessons Learned Guide Helsingborg – City of Helsingborg I BalticMuseums Xchange 2019-01-14

Lotta Ahlberg (Sweden, Project Manager City of Helsingborg, IT and Digitization Department) and Max Lennartsson (Sweden, Digital project manager, City of Helsingborg, Department of culture affairs, Marketing and communication) presented „Lessons Learned with the App ‘Guide Helsingborg’ and other digital projects in Helsingborg”. Lotta and Max have been highly involved in developing Guide Helsingborg, an […]

Baltathon – Series of hackathons as creative kick-starters for museums apps – Malmö

Video Documentation of the Baltathon – Hackathon at Malmö Museums Baltathon is a series of free hackathons taking place within the BatlicMuseums: Love IT! project. A hackathon is a creative event where programmers, marketeers and other creative people meet to generate ideas for information technology and create prototypes in a kind of programming marathon. The […]